55 lines
No EOL
2.1 KiB
GLSL
55 lines
No EOL
2.1 KiB
GLSL
#include "../math/const.glsl"
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/*
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contributors: Patricio Gonzalez Vivo
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description: Gerstner Wave generator based on this tutorial https://catlikecoding.com/unity/tutorials/flow/waves/
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use:
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- <vec3> gerstnerWave (<vec2> uv, <vec2> dir, <float> steepness, <float> wavelength, <float> _time [, inout <vec3> _tangent, inout <vec3> _binormal] )
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- <vec3> gerstnerWave (<vec2> uv, <vec2> dir, <float> steepness, <float> wavelength, <float> _time [, inout <vec3> _normal] )
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license:
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- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
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- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
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*/
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#ifndef FNC_GERSTNERWAVE
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#define FNC_GERSTNERWAVE
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vec3 gerstnerWave (in vec2 _uv, in vec2 _dir, in float _steepness, in float _wavelength, in float _time, inout vec3 _tangent, inout vec3 _binormal) {
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float k = 2.0 * PI / _wavelength;
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float c = sqrt(9.8 / k);
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vec2 d = normalize(_dir);
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float f = k * (dot(d, _uv) - c * _time);
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float a = _steepness / k;
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_tangent += vec3(
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-d.x * d.x * (_steepness * sin(f)),
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d.x * (_steepness * cos(f)),
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-d.x * d.y * (_steepness * sin(f))
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);
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_binormal += vec3(
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-d.x * d.y * (_steepness * sin(f)),
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d.y * (_steepness * cos(f)),
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-d.y * d.y * (_steepness * sin(f))
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);
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return vec3(
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d.x * (a * cos(f)),
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a * sin(f),
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d.y * (a * cos(f))
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);
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}
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vec3 gerstnerWave (in vec2 _uv, in vec2 _dir, in float _steepness, in float _wavelength, in float _time, inout vec3 _normal) {
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vec3 _tangent = vec3(0.0);
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vec3 _binormal = vec3(0.0);
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vec3 pos = gerstnerWave (_uv, _dir, _steepness, _wavelength, _time, _tangent, _binormal);
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_normal = normalize(cross(_binormal, _tangent));
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return pos;
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}
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vec3 gerstnerWave (in vec2 _uv, in vec2 _dir, in float _steepness, in float _wavelength, in float _time) {
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vec3 _tangent = vec3(0.0);
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vec3 _binormal = vec3(0.0);
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return gerstnerWave (_uv, _dir, _steepness, _wavelength, _time, _tangent, _binormal);
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}
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#endif |